Way of the Wicked—Book #3: Tears of the Blessed (PFRPG) PDF

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Lead an Army of Darkness into Battle!

Inside the Vale of Valtaerna is found the most sacred site to the benevolent god Mitra in all of Talingarde. From this holy site, your enemies draw power and comfort. This is the story of how you raised an army of wickedness and stormed that stronghold of light slaughtering all who stood in your way!

No longer are you a petty servant of darkness. Here is your chance to become a master of evil. But beware! This will not be easy. There are more than just priests in the vale. This is the lair of countless good celestials who will do all in their power to stop your rise. Can you defeat them? Will you be destroyed or will you emerge triumphant amidst the tears of the blessed?

Welcome to the third chapter of the “Way of the Wicked”—the only evil adventure path for the Pathfinder Roleplaying Game!

Inside you’ll find:

  • “Tears of the Blessed,” an adventure compatible with the Pathfinder Roleplaying Game for 10th-level villains by Gary McBride
  • Full color art and maps by Michael Clarke
  • A gazetteer of the city of Ghastenhall
  • Detailed information about the Church of Mitra, your most determined foes.
  • All you need to run a vicious narrative battle with your PCs in command.
  • 102 pages of full color!
  • And More!

Raise your army, dark lord, and march to war. There will be no one to stop you this time!

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Clerics, Angels and Phoenix, oh my


Your horrid villains are tasked with sacking a wintered-in valley of nauseatingly Lawful Good types. Recruit foot soldiers, bust the gate open and sack the place!

This chapter continues to demonstrate the villainous virtues of infiltration, sabotage, skulduggery and raw Evil firepower. The big nasties are all challenging icons of Things that are Good. Some groups will mop the floor with their foes, others will have a more difficult time.

As is the established pattern in earlier chapters, the villains can nova some encounters while carefully husbanding resources in other parts.

Plan carefully Ladies and Lords for failure to pay attention may send your damned souls to Hell far earlier than you wish...

Tears of the Blessed Review


Warning: Potential spoilers. Written from a GM's perspective. I ran this for 6 PCs.

In the third installment of the Way of the Wicked, the players are given the task of recruiting and army to sack the holy city of Valtaerna. Having played through this book, I must continue to give my compliments to creators. The world and the story is still holding the players attention and offering them creative ways to play their dark lords.

A particularly excellent part of this book was the appropriately epic Battle for Valtaerna. While this long fight spanned at least two full sessions and used almost every resource the party had, it never became tedious or felt like the players were just going through the motions.

However, if I had a criticism of this chapter of Way of the Wicked, it would be that the excitement is a little bit frontloaded. The Big Battle, while excellent, happens fairly early in the book. There is also the matter of a the Phoenix, who is fought relatively early in the book, but is actually a far more dangerous and memorable than the final boss.

Two words of caution to GM planning to run Tears of the Blessed:
1. Be careful with the Phoenix. My players were not well prepared heading in to that fight. Thankfully they had Protection From Energy or we may have had a TPK. However, our party mage had too few non-fire spells and the martial characters didn't have a way of getting through the Phoenix's DR 15/Evil. With the Phoenix's healing capabilities, the fight ended up being a slog where they could barely do more damage than the Phoenix could heal in a round.
2. Be careful with Holy Word. While, most encounters in the latter half of the book have access to this devastating spell, I highly suggest limiting your usage of it. This is a really powerful spell, that does a great job incapacitating players and making the encounter feel dangerous. Unfortunately, when you are a player, being incapacitated isn't very fun. Not only will your players hate it, but they will actively prepare ways to counter it. Considering that Holy Word is probably the best tactic of an otherwise rather weak final boss, you really don't want to wear it out.

However, minor complaints and warnings aside, I would still highly recommend this book. It runs far quicker and easier than Call Forth Darkness and maintains the series excellent quality in story and characters.


I've reviewed this on RPGGeek.com.

You can read it here.


Tears of the Blessed is a very cool concept module with a lot of neat flavor. The book itself is written with style and the general outline of the adventure itself is very promising. Here's my review:

1. Mechanics
While the fluff and circumstance in the module is fantastic at times (and drudging at others) it suffers from a lot of fidgety mechanics issues that belie a fair bit of annoyance.
A lot of the stat blocks in Way of the Wicked are streamlined. These are made for best use, which is, in thought, very kind, but in practice for the experienced DM very agitating. Baking power attack into most enemies attack rolls seems smart until they're also baking abilities in as well, making unraveling bonuses difficult. Some creatures have deflection against evil opponents in their stat blocks, making their CMD and AC jump up from what's written down. If you have a neutral character in the party, they're very powerful in this module.
Many opponents are not as dangerous as their CR entails. This leads to a kind of boredom syndrome-- a lot of battles are versus foes who, in writing, are CR 10, but in longevity are not-- AC tends to teeter around 20, and attack rolls around +13. Many battles are the opposite-- the creatures aren't very dangerous, but are extremely long-lived. Later on in the Vale itself, DR 5-15/evil is on every single monster you encounter until you begin to encounter incorporeal foes. From the middle of the Battle of Saintsbridge, almost every single foe you face has spell resistance. That is immensely painful. Many encounters are able to cast holy word, which is very punishing to melee. Many encounters are layered in personal or group protection from evil effects, making almost all mind-affecting abilities wasted. Protective aura is unbelievably irritating. Many encounters are slogs that the NPCs can never be victorious in, making the entire conflict unnecessary. A lot of encounters are just soldiers, or later, angelic soldiers, throwing themselves at you to die with little fanfare. Not a lot of encounters enhance the mood-- they just serve as filler.
The humdrum is broken up by several lynchpin encounters that are both exciting, interesting and incredibly iconic. Suchandra the Phoenix is an extremely worthy foe, as is The-Flame-That-Sings. Ara Mathra and She-Forever-Silent are intimidating, as are Taranea and the ghostly paladins (though three encounters of three is far too much in my opinion). These encounters are not only interesting, but some of the only encounters that are plot-worthy (see below).
As a warning, The-Flame-That-Sings is a full-on TPK encounter if your group does not have protection from energy and resist energy. By the time the group killed The-Flame and Suchandra got busy, everyone but the wizard was out of their 120 fire absorption and almost all of them but the monk and bard were on fire. In an adventure that is all-but guaranteed to have an evil-aligned cleric, this can be very devastating.

2. Impetus
In this book, the PCs finish their quest from the last adventure and then are thrust into the next. This has the same kind of problem as the first two books: Cardinal Thorn says jump, so you jump, get tortured and jump minus a stat point, or the book permanently kills you. Not a lot of illusion of choice. You must meet with Sakkarot, that scenario is successful if the PCs try at all, you must go into the Vale, you must douse the three flames, you must kill everyone there, you must slay Ara Mathra. The PCs wants or character motivations don't come into it. There aren't any compelling characters to want to work for, like in other modules (unless you're still riding on the fumes of Thorn from book 1) or people who need saving. It's the opposite-- your character sees there are people who need killing and goes to kill them for the sake of killing. There's no characters to really hate or want to kill, either. Unlike the other books, evil doesn't turn on evil, nor is good annoying, self-righteous or antagonistic. It makes the module extremely bleak. You go around killing great people who don't deserve it and who can't fight back... for fun.

3. Plot
The plot is that the PCs go to a place that is good and nice, kill everyone there and then kill the angels there because their boss said so. There's really nothing beyond that besides plot seeds for the next books. An interesting character is introduced-- Dessiter-- and then disappears. None of the antagonists are really fleshed out beyond the room they're in, and thusly feel very flat. Many, despite there being a huge amount of reasons for them to, do not leave their encounter rooms. My favorite is Taranea-- a CG azata-- who follows orders to not intervene in the Battle of Saintsbridge until the PCs are (presumably) high enough level to fight her. An elementally chaotic creature and elementally good creature not only follows orders but lets people die because of them.
You spend almost the entire module knowing about Ara Mathra but he never interacts with the party-- not even a word from the sky, a showing, an angry prophecy. Strangely, the party is on a timer-- the leader of the Vale is summoning an army of ghostly paladins to fight the PCs-- but the PCs don't know it, so they kind of lackidaisically take their time through the module without much urgency.

Still not liking some of the organization, and definitely disliking many parts-- To enter 2-9, you must go through 2-9a, which is detailed after the contents of 2-9-- a half-page of exposition. Stat blocks still break the page. Maps are square with almost no exception, making drawing them uninspiring.

3 stars simply for the concept alone, though the execution was lacking. This module is, despite everything I just said, still worth a read. Really don't miss it-- it has some of the coolest ideas, scenarios, areas, monsters and concepts in it, surrounded by a lot of hit-or-miss basic D&D setpieces (mass combat) that the module could have abandoned without losing anything.

And the Heavens will weep


This one will have to be short. Suffice to say that in this one, after your villains got the Tears of Achlys at the climax of the last adventure, they first get some downtime (and plenty of side quests to get into trouble and grab some loot), and then they get their next assignment. Simply stated, destroy the most sacred and well-protected temple in the kingdom and defile it past any use. Oh, and no survivors.

You get all the easy jobs.

Anyway, there's considerable role-playing in here as you recruit allies, some of them characters you met before. You'll also meet a devil who's taken a close interest in your careers, which can lead to even further trouble. Not to mention enough battle and mayhem to satisfy the most bloody-minded player as you smash your way into the Vale of Valtaerna, going through everything from warriors to fanatic good clerics to celestials until you (hopefully) achieve victory. And after that you'll find yourself dealing with some very powerful good beings in the Vale -- you'll need sharp wits as well as ready blades to deal with them unless you want to be overwhelmed.

And then the REAL difficulty begins when you enter the Temple of Saint Macarius, deal with the opposition you find there, maybe find some very useful treasures, and finally confront the true master of the temple and leader of your foes. And you WILL need to be both fortunate AND tough to beat Ara Mathra!

It's rounded out with a Gazetteer of the city of Ghastenhall as well as a guide to the religion of Mitra, the Triune God, that should be very helpful for DMs (and maybe players in a more conventional campaign).

There are a few typos here and there, but this is every bit as amazing as the prior adventures in the series. Five stars!

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Another great session. It's great to hear that Trik is still with the party.

As for what the PCs should do...hey, it's there call.

Regardless, thanks for the reports. Keep 'em up!

Gary McBride
Fire Mountain Games

A little downtime for scribing scrolls. This is what minions are good for, get an apprentice doing up some scrolls.

Grand Lodge

John Malueg wrote:

Another flame extinguished:

Part of me really wants to push them to their limits and beyond, but part holds back, mostly the part that hates hearing whining from spellcasters with no more spells to cast for the day. :)

I'm getting that from my PCs and I'm still in Book 1. I'd say let them rest up for a few hours. No spells back, but they should at least get their hp back. There's no way they'll be given a full day in that place before anything attacks them. Or, give them the day they need to get everything back, but in the meantime some reinforcements make it. Not the cavalry, but something to aid them.

Bring this up to your PCs. The longer they take to finish, the more time their enemies have to build defenses.

Thanks all, those pretty much sum up my thoughts as well. I like to dangle the hope of being rested, then add the trepidation of having said rest interrupted and/or giving your opponents time to prepare for you.

Our campaign update

No deal with the Devil, even though his deal sounded great it also sounded too good to be true, so I did not make a deal with the Dessiter. He rubbed me the wrong way.

So we have an army of undead, duergar, and sacarats companies he lent us. A Medusa and an Ogre mage with us as well. Had to pummel her into submission, but she should be of great use in the battle to come.

So we've made it too the veil, after some preliminary scouting my character realizes the way in is best fitted by shadow tactics on the tower quickly so I grab my strike team (the PCs) and come up with a plan.

I infiltrate the town as a missionary that had been the sole survivor of a group leaving the vale. Act check passes, ring of nondetection on and into town I go. From there I study the room for a bit so I can properly teleport to it and grab my homies.

The fire Oracle summons several fire elemental while I invisibility sphere us and we move on the tower. Lucky use of passwall into the tower and we're in slaughter the room and just pass wall up floors heading to the top floor quickly and dropping darkness on the room.

We take the tower with little problem due to the disarray we caused with the passwalls no alarm sounds, no gates drop, and our army storms across the bridge with no resistance. No time to rest though because there's a demoralized army that is quickly getting their morale up.

Also heard rumors of a phoenix, good thing I purchased that frost brand from a random merchant. (Bought it mainly in case the fire oracle goes crazy and tries to kill me)

The party makeup at this point is me: Noble Scion/Gladiator(still on my first char) with several points in UMD and a very high CHA

Crazy pyro (2nd char) fire oracle/lawyer

The returned Half Fiend Orc Barbarian who is obsessed with marrying Iomedae(mitra)(3rd char but rehashed his first with more flavor) with an intelligent artifact (My DM adds some crazy random encounters and side treks)

and the recently turned: Vetala Fighter (6th or 7th char... so it's a good thing he's darn hard to kill now) my DM wanted to use Blood of night and random rolled the type of vampire that would be willing to turn him he now has an xp deficit to make up for the +2 CR he gained from the template

Another villian falls and a player earns a new nickname.

After resting at the site of the Flame Beneficial, the villians wound their way up the Thousand Stairs, at the top of which they battled the Three Swords. It was a long fight, with one angel shrouded in its anti-magic field harassing spellcasters at close range while the other two engaged melee combatants.Grumblejack proved once again to be an engine of destruction, taking out one angel in a single flurry of attacks. Granted, the assault left the ogre blinded, but he finished the job. It took the PC's some time to finish off the remaining angels, particularly the anti-magic sheilded one. Before setting foot in the Cathedral, the PC's went back down the stairs to rest and get Grumblejack his sight back (they are very protective of him). Setting out the next day (and next session), they reascended the stairs. Down a player due to illness, the remaining players soldiered on, with the PC of the missing player played by one person and his cohort Trik played by another.

Upon entering, a short and brutal fight ensued between the legion archons and the PC's. So fast was it that the azata did not even get a chance to join in before the archons fell. So she waited, cloaked in greater invisibility. For whatever reason, the villians decided to search the rooms nearest the fire wall first (I think they were eager to get Ara Mathra), with Grumblejack and the fighter taking the bunkroom and the magus, Izevel and Raiju looking in opposite room. While they were investigating, the monk came out of the Lord Abbott's room with the journal to show to Trik, the witch, and the oracle. The azata laid it's trap. Sealing the hallway trapped the PC's exploring the rooms within those rooms, leaving the azata alone with the remaining characters. It began with a prismatic spray, which did not have too much effect, except for Artephius (also along for the ride). I put it to my PC's whether an insanity effect would work on Artephius, given that he is already a.) somewhat insane and b.) able to act on its own at times. The PC's agreed with my logic, so now when Artephius is given a command, we roll on the confusion table. Not that it mattered much anyway, as the following round the azata used Holy Word on the PC's, and Artephius was blinded and deafened (similiar logic to the above insanity spell). The monk tried to take on the azata by himself, but being blinded, didn't do so well. What followed was several rounds of the azata beating the crap out of the PC's, killing Trik with damage from the prismatic spray, damage from chain lightning, and damage from flame strike. The following round the oracle managed to get his vision back and got the azata with Harm, which is a save which the azata failed. She escaped.

The player controlling Trik? The same one who lost his rogue and Tasker Twelve-knives, the same player who had his anti-paladin skewered by a lance from a charging griffon-riding paladin, the same player who just had Robert the Rapier die just a few weeks ago. His new nickname is "Death Funnel" and he is where you send your characters to die.

Looking forward to completing this module.

Grand Lodge

@John Malueg -- I feel kind of bad for that player. Poor bastard just can't win, and you're slowly running out of NPCs. Guaranteed no one's going to let him play Grumblejack. He's just too awesome, and needs to live. At the same time, if any more die, he'll be sitting out for a few sessions until you can rebuild the minion pool. Unless someone wants to go back down the Thousand Stairs to get someone.

Time to promote a bugbear or duergar? They could trudge up the stairs after the party.

With where the PC's are at (within the Cathedral itself), they are pretty much stuck with whoever they are stuck with. If any other PC's die, they will have to wait until book four to be worked back in. Death Funnel was already hard at work on several back-ups after his first character died, so he has a stack of characters mostly ready to go. I figure Night Mane would be a good NPC for the group to add if they choose to.

Plus I figure Dessiter might offer a deal to bring Robert and/or Trik back. But at what cost? Hmm. I also figure it is likely to be trickier to bring Trik back, given that he kind of already has given his soul to Asmodeus, so Dessiter is probably a better route to go.

Grand Lodge

Has anyone done the math on Robert the Rapier? Did the favored bonus go to his skills instead of the hit points?

Grand Lodge

kevin_video wrote:
Has anyone done the math on Robert the Rapier? Did the favored bonus go to his skills instead of the hit points?

I just noticed that Robert's Agile Maneuvers feat isn't added in.

The Blessed Knights Ride Skill is far to high - I think the armor check penalty was forgotten!
Thats important - because of the mounted combat feat!
With +3 in Ride you don´t have much use of that feat. So maybe lighter armor?

Grand Lodge

Patrick Kropp wrote:

The Blessed Knights Ride Skill is far to high - I think the armor check penalty was forgotten!

Thats important - because of the mounted combat feat!
With +3 in Ride you don´t have much use of that feat. So maybe lighter armor?

Could make it mithral. Increases the cost a bit, but the PCs won't be getting that much gold as they're not really going to be able to sell it that easily.

Already played that. My pc would melt it to ingots and sell it. Or use the armor for their minions or something like this.

Grand Lodge

Patrick Kropp wrote:
Already played that. My pc would melt it to ingots and sell it. Or use the armor for their minions or something like this.

Fair enough. My PCs haven't been that smart yet. Also, they're not fond of having any minions. One PC's so hardcore that he believes everyone must die and burn. No exceptions.

I havent made a report in a month, as I was moving, and was without Internet.

We have played only a couple sessions.

The fights have become increasingly difficult, since I have modified most of them heavily.
The Leonin Huntress was with a celestial dire tiger companion, which smited to the ground the evilness of one of the PC devils, a Erinye. Then, after the pounce, both the leonin and his tiger were sliced into pieces.

They made an interesting fight against the Monk and the Oracle. I made the master monk to be a Monk 15/Oracle 1, and the oracle to be a Monk 1/Oracle 14. The oracle wasn't very tough, but the Monk was great. I made him a Flowing Monk with Crane Wing style. He was able to deflect 1 arrow/throwing knife per turn, to deflect 1 melee attack per turn, reflect failed spells against his SR back to the caster, and to interrupt attacks by tripping guys as a free action. Cool combat.

Then they went into the Cathedral. Six angels with antimagic field attacked them, and they proved to be a tough match. Although the angles dont do a lot of damage, they were generally anoying, specially against a group where almost everybody cast spells.

Then they killed a few easy archons, and were surprised by the Ghaele, which used a few spells in human form before she died.

Later on, they entered the cathedral They were attaced by a group of paladin ghosts, and it almost went tpk. The ghosts do a lot of damage, and I was crit-happy that night. Several players used their free wildcard ("dream journal of the pallid seer"). Finally they killed the ghosts, and controlled one through the Necromancer.

They decided to try to sneak to the final combat. They used the portable window (from 1st adventure!) and went straight into the vault, killing the golems with ease. Wall of stone, Hungry pit, and several othre spells later, the PC won. However, they are now right before the fight against Lord Abbot, which should be interestng.

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Patrick Kropp wrote:
gustavo iglesias wrote:

Okey, today we have a crunchy report :)

** spoiler omitted **...

can you provide me the enhanced stats?.

This was nearly one month ago, wow.

I haven't had internet in a while. In case you are still interested, this is a copy paste from an old reference sheet I had. I hope there aren't too much unaccuracies. You can use them as a base.

Aegis, Scutum y Tarja, Shield Archons
LG advanced Large outsider (archon, extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +17
Aura aura of menace (DC 18), magic circle against evil
AC 33, touch 10, flat-footed 27 (+9 armor, +1 Dex, +6 natural, +6 shield, –1 size) (+2 deflection vs. evil)
hp 130 (9d10+81) (+14) (+9)
Fort +15 Ref +9, Will +10; +4 vs. poison +2 vs evil
DR 10/evil; Immune electricity, petrification; SR 21
Speed 40 ft., fly 90 ft. (good); 30 ft., fly 60 ft. in armor
Melee +3 shortspear +21/+21/+16 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks transpose ally
Spell-Like Abilities (CL 9th; concentration +13)
Constant--magic circle against evil
At will--aid, greater teleport (self plus 50 lbs. of objects only), message
1/day--disrupting weapon, divine power, shield other
During Combat These two large angels are just large enough to completely block the entrance to the bridge. And they will not leave their post. They will have cast shield other on each other and it will easily outlast the duration of this battle. On the first round of the battle against our villains, they use their 1/day divine power spell-like ability. This grants them a +3 luck bonus on attack rolls, weapon damage rolls, Strength checks and Strength-based skill checks. They also gain 9 temporary hit points. Further, whenever they make a full-attack action, they make an additional attack at their full base attack bonus. This effect last for nine rounds. Other than that, they hold their ground and fight till defeated.
Morale These bastions of good fight to the bitter end. They will defend their post till they are forced to return to the celestial
realms or until the battle is won.
Str 22 , Dex 15, Con 27, Int 16, Wis 18, Cha 17
Base Atk +9; CMB +17 (+20); CMD 30 (34 vs. bull rush and trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Shield Focus, Stand Still, Weapon Specialization (shortspear)B
Skills Diplomacy +14, Fly +7, Intimidate +14, Knowledge (religion) +14, Perception +15, Sense Motive +15, Stealth +1, Survival +15
Languages Celestial, Draconic, Infernal; truespeech
SQ spear and shield, stability
Spear and Shield (Su) At will as a free action, a shield archon can transform his hands into a +1 tower shield and a +3 shortspear, or either individually, or back to hands again. He cannot transform both hands into shields or both into shortspears. A shield archon never takes the typical –2 penalty on attack rolls while wielding a tower shield. A shield archon’s weapons cannot be
disarmed, but they can be sundered. If a shield archon loses his spear or shield, he can manifest a new one as a full-round
action. When a shield archon is slain, these two items fade away—they cannot be looted or wielded by any other creature.
Stability Shield archons receive a +4 racial bonus to CMD when resisting a bull rush or trip attempt.
Transpose Ally (Su) Once per day as a standard action, a shield archon can teleport to the location of a willing (or unconscious)
ally and immediately teleport that ally to the archon’s previous position, in effect switching places with

Death from Above.
Celestial advanced Pegasus (9)
CG Large magical beast
Init +2; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent;Perception +11
DR 5/evil; Resist Cold, Acid and Electricity 10; SR 10
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +4
Speed 60 ft., fly 120 ft. (average)
Melee bite +4 (1d3+3), 2 hooves +9 (1d6+6)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 4th)
Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
Str 22, Dex 19, Con 20, Int 14, Wis 17, Cha 17
Base Atk +4; CMB +11; CMD 25 (29 vs. trip)
Feats Flyby Attack, Iron Will
Skills Fly +7, Perception +13, Sense Motive +9; Racial Modifiers +4 Perception
Languages Celestial (cannot speak)

Death from above Aasimar paladin riders (9)
XP 1,600 each (9,600 XP total)
Male Aasimar paladin 7
LG medium humanoid
Init +0; Senses darkvision 60 ft.; Perception +8
Aura Courage (10 ft.)
AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield)
hp 51 (6d10+18)
Fort +12, Ref +7, Will +12
Immune fear, diseases; Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)
Melee mwk lance (smiting charge w/ magic weapon, Divine Bond and divine favor in effect) +16/+11 (3d8+30/x3) (+5 charging from above)
Special Attacks smite 2/day
Spell-Like Abilities (CL 6th)
At will – detect evil
1/day – daylight
Paladin Spells (CL 3rd)
1st – magic weapon, Divine power
2nd- Eagle splendor
Before Combat As they fly into battle the knights cast magic weapon (duration: 6 minutes) divine favor and eagle splendor
During Combat These blessed knights are trained to use their charge attacks to full effect. They charge their opponents and then circle about and charge again. They will do this as often as they can.
Morale These knights fight to the death.
Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 16 (20)
Base Atk +6; CMB +8; CMD 18
Feats Mounted Combat, Ride-by Attack, Spirited Charge, death from above
Skills Diplomacy +9, Knowledge (religion) +4, Perception +8, Ride +9
Language Common
SQ aura, lay on hands (6/day), mercy (sickened, dazed)
Gear masterwork full plate, heavy steel shield, masterwork lance, longsword
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds +5 to her attack rolls and adds +7 to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +14 damage.
Divine Bond: +1 enhancement to their lances.

You Shall Not Pass
Clerics (6)
Human cleric 9
LG Medium humanoid
Init +1; Senses Perception +8
AC 24, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield. +2 deflection)
hp 70 (9d8+30)
Fort +9, Ref +5, Will +11 (+2 resist Prot vs Evil)
Speed 20 ft.
Melee mwk morningstar +9/+4 (1d8+2) or dagger +8/+3 (1d4+2/19– 20)
Ranged mwk light crossbow +8 (1d8/19–20) or dagger +7 (1d4+2/19–20)
Special Attacks channel positive energy 5/day (DC 14, 5d6), holy lance (4 rounds, 1/day)
Domain Spell-Like Abilities (CL 9th, concentration +13)
7/day—rebuke death, touch of good
Cleric Spells Prepared (CL 9th, concentration +13)
5th—dispel evilD, Flame Strike (DC 18)
4th—air walk, freedom of movement, holy smite (DC 17) (x2),
3rd—daylight, dispel magic, magic circle against evilD, prayer, searing light
2nd—aid, bull’s strength, cure moderate woundsD, delay poison, spiritual weapon, status
1st—bless, detect chaos, divine favor (2), protection from evilD, shield of faith
0 (at will)—create water, detect magic, detect poison, stabilize
D domain spell; Domains Good, Healing
During Combat They cast Flame strikes until every foe is burning in holy fire.
Morale These priests will die here before they admit defeat.
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +8; CMD 19
Feats Armor Proficiency (heavy), Craft Magic Arms and Armor, Extra Channel, Shield Focus, Toughness, Vital Strike
Skills Diplomacy +5, Heal +10, Knowledge (religion) +10, Perception +8, Sense Motive +8, Spellcraft +11
Languages Common
SQ healer’s blessing
Gear full plate, heavy wooden shield, masterwork morningstar, masterwork light crossbow with 10 bolts, dagger, cloak of resistance +1, healer’s kit

The Flame That Sings.
Advanced peri.
XP 38,400
NG Medium outsider (good, native)
Init +9; Senses darkvision 60 ft., low-light vision, smoke sight; Perception +26
AC 34, touch 18, flat-footed 22 (+9 Dex, +1 dodge, +14 natural)
hp 224 (19d10+114) (+15 Aid)
Fort +14, Ref +20, Will +19
DR 10/cold iron and evil; Immune electricity, fire; Resist acid 10,
cold 10; SR 25
Speed 30 ft., fly 90 ft. (good)
Melee +2 flaming burst scimitar +30/+25/+20/+15 (1d6+10/18-20 plus 1d6 fire), 2 wings +23 (1d6+5 plus burn)
Special Attacks burn (2d6, DC 25), whirlwind dance
Spell-Like Abilities (CL 15th; concentration +25)
Constant—fire shield (warm shield)
At will—aid, flame jump (see below), pyrotechnics (DC 22), scorching
3/day—fireball (DC 23), flame strike (DC 25), wall of fire
During Combat The-Flame realizes that many foes she faces are likely to be resistant to fire and thus she prefers to lead with her wall of fire (hopefully cutting the enemy in half) and her whirlwind dance. If she detects that a foe she is fighting is not resistent to fire then she uses fireball and flame strike to quickly remove them from the battle. If badly wounded, she uses flame jump to travel to the Guardian Flame (M-3) and there uses its healing properties to restore herself. If the enemies are still in her temple. She then returns and reignites the battle. She will use this strategy again and again until she is either dead or the enemies are purged from her mountain top.
Morale Fanatically and eternally dedicated to defending the phoenix, The-Flame-That-Sings fights to the death.
Str 26, Dex 28, Con 23, Int 25, Wis 23, Cha 30
Base Atk +19; CMB +25; CMD 43
Feats Improved Great Fortitude, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Whirlwind Attack 2d6+6 (DC 28)
Skills Acrobatics +31, Diplomacy +32, Fly +35, Heal +25, Knowledge (planes) +29, Knowledge (religion) +26, Perception +28, Perform (sing) +30, Sense Motive +28, Spellcraft +29, Stealth +31
Languages Auran, Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.

Flame Jump (Sp) The-Flame can enter any fire equal to its size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the
peri can transport only itself and up to 50 pounds of objects. (heals 4d8+7 in Guardian flame)
Smoke Sight (Su) The-Flame can see through fire, fog, and smoke without penalty.
Whirlwind Dance (Su) Once per day as a full-round action, The- Flame can spin in an ever-faster, whirling dance, transforming
itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 28
Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage
and is subject to The-Flame’s burn special attack. The save DC is Dexterity-based.

Suchandra, Celestial Phoenix.
NG advanced Celestial Gargantuan Outsider Native (fire)
Init +11; Senses darkvision 60 ft., detect magic, detect poison, lowlight, vision, see invisibility; Perception +37
Aura shroud of flame (20 ft., 4d6 fire, DC 25)
AC 28, touch 14, flat-footed 20 (+7 Dex, +1 dodge, +14 natural, –4 size) (+6 deflection vs Smite evil)
hp 270 (20d10+140); regeneration 10 (cold or evil)
Fort +19, Ref +19, Will +14
Defensive Abilities self-resurrection; DR 15/evil; Immune fire Resist 15 Cold, electricity , acid SR 26
Weaknesses vulnerable to cold
Speed 30 ft., fly 90 ft. (good)
Melee 2 talons +26 (2d6+10/19–20 plus 1d6 fire) and bite +26 (2d8+10 plus 1d6 fire)
Space 20 ft.; Reach 20 ft.
Spell-Like Abilities (CL 18th)
Constant—detect magic, detect poison, see invisibility,
At will—cure critical wounds, greater dispel magic, remove curse, wall of fire
3/day—fire storm (DC 24), greater restoration, heal, Fire Shield (warm), quickened wall of fire
Str 31, Dex 25, Con 24, Int 23, Wis 22, Cha 22
Base Atk +20; CMB +32; CMD 50
Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire), Snatch
Skills Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (nature plus any one other) +26, Perception +37, Sense Motive +26; Racial Modifiers +8 Perception
Languages Auran, Celestial, Common, Elven, Ignan
Self-Resurrection (Su) A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs, although most use greater restoration to remove this negative level as soon as possible. A phoenix can self-resurrect only once per year

Shroud of Flame (Su) A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning,
it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20 feet for most
phoenixes) must make a DC 25 Reflex save each round to avoid taking 4d6 points of fire damage at the start of its turn. A creature
that attacks the phoenix with natural or non-reach melee weapons takes 1d6 points of fire damage

Smite Evil (Su) A celestial phoenix can smite evil, gaining +6 to hit, +20 to damage, and +6 deflection bonus to armor.

The Master of Serenity, head of the Serene Order CR 15
Master of serene Order

Male human monk (flowing monk) 15/ Oracle (ancestors) 1
LG Medium (Large) humanoid
Init +8; Senses Perception +19
AC 33, touch 20, flat-footed 18 (+4 Dex, +1 dodge, +5 monk, +4 Wis, +3 natural armor, +4 Armor, +2 Deflection) (+1 dodge/enemy) (Fight Deffensive -1 att +4 AC)
hp 169 (14d8+96) (+15 aid) (+14 spirit boost)-88
Fort +19 Ref +17, Will +17; +2 vs. enchantment
Defensive Abilities improved evasion; Immune disease, poison; SR 25
Speed 70 ft.
Melee unarmed strike flurry of blows +21/+21/+16/+16/+11/+11 (2d8+7/19-20) (+1 sensei)
Special Attacks flurry of blows,
Str 18 (22), Dex 18, Con 18(22), Int 10, Wis 18, Cha 10
Base Atk +10/+5; CMB +22 (+26 trip); CMD 41
Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Ki Throw, Spring Attack, Lightning reflexes, Snatch Arrows, Stunning Fist, Blind fight, Weapon Focus (unarmed strike), 3 x crane Style Feat, Step up, Improved Trip, Greater Trip
Skills Acrobatics +21 (+52 jump), Climb +19, Sense Motive +32, Perception +23
Languages Common
SQ abundant step, fast movement, high jump, ki pool (17 points, lawful, magic) maneuver training, slow fall 70 ft., wholeness
Body , Spirit Shield (+4 armor)
robe of monk, Slippers of feather step, amulet of nat armor +3,
Redirection (Ex)
At 1st level, as an immediate action, a flowing monk can attempt a reposition ortrip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickenedfor 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round.
This ability replaces Stunning Fist.
Unbalancing Counter (Ex)
At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
This ability replaces the bonus feat gained at 2nd level.
Flowing Dodge (Ex)
At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
This ability replaces fast movement.
Elusive Target (Ex)
At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damage on a successful save, or half damage on a failed save. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.
Volley Spell (Su)
At 15th level, when a targeted spell or spell-like ability fails to overcome a flowing monk’s spell resistance, he may reflect the effect onto its caster as spell turning (Core Rulebook 347) by spending a number of points from his ki pool equal to 1/2 the spell’s level (minimum 1).

Sambethe, Oracle of Mitra.

Female aasimar oracle 14, Monk (sensei) 1
LG Medium outsider (native)
Init +1; Senses darkvision 60ft.; Perception +3
AC 22, touch 17, flat-footed 18 (+6 armor, +1 Dex, +2 deflection, +3 wis) 20% vs missile
hp 168 (15d8+90) (24)
Fort +12, Ref +7, Will +16 SR 27
Immune fatigue; Resist acid 5, cold 5, electricity 5
Speed 20 ft.
Melee longsword +14/+9 (1d8+3/19-20)
Special Attacks channel positive energy 5/day (DC 21, 7d6)
Spell-Like Abilities (CL 14th; concentration +18)
Oracle Spells Known (CL 14th; concentration +18)
7th (3/day)—Summon Monster VII, ****holy word**** (DC 22), mass cure serious wounds
6th (5/day)—blade barrier (DC 20), greater dispel magic, heal, mass cure mod. wounds, (heightened sanctuary DC 21)
5th (6/day)—breath of life, cleanse, flame strike (DC 20), mass cure light wounds, summon monster V
4th (7/day)—cure critical wounds, Spell Resistance, freedom of movement x2, holy smite (DC 18), restoration, deathward
3rd (7/day)—cure serious wounds, prayer, Protection from Energy, neutralize poison, remove curse, remove disease
2nd (7/day)—consecrate, cure moderate wounds, Bear’s Endurance, Bull’s Strength, silence (DC 17), Aid, status
1st (7/day)—bless, comprehend languages, cure light wounds, Entropic Shield, protection from evil, sanctuary (DC 16)
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, stabilize
Mystery Life
Before Combat The oracle can sense the villains approaching and casts Heightened Sanctuary, Bear’s Endurance, Spell Resistance and Protection from evil on herself, and Bless, Freedom of Movement, Aid, Protection from Evil, Bull’s Strength and Bear’s Endurance on the Serene Master and Consecrate in the zone.
He cast Blade Barrier to give cover and protection, Summon Monster VII, and once the Sanctuary is Broken, spams Holy Word and other spells
Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 20
Base Atk +10/+5; CMB +13; CMD 24
Feats Heightened Spell, Toughness, Iron Will, Improved iron will, Great Fortitude, Improved Great Fortitude, Selective Channelling, Quickened Channelling, deflect arrows, Improved unarmed strike.

Skills Diplomacy +23, Heal +18, Knowledge (planes) +19, Knowledge (religion) +19, Sense Motive +18, Spellcraft +19;
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Auran, Elven
SQ oracle’s curse (lame), revelations (channel, enhanced cures, Combat Healer, spirit boost)
Gear healer’s kit, quarterstaff, holy symbol, Mithril Kikko Armor +1

Lea The Huntress

XP 19,200
NG Medium outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception
Aura protective aura (20 ft.)
AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural) (+4 deflection vs. evil)
hp 147 (14d10+70)
Fort +14, Ref +12, Will +6; +4 vs. poison, +4 resistance vs. evil
DR 10/evil and silver; Immune electricity, petrification; Resist cold
10, sonic 10; SR 23
Speed 60 ft.
Melee bite +23 (1d8+8 plus grab), 2 claws +23 (1d6+8)
Special Attacks roar, pounce, rake (2 claws +23, 1d6+8)
Spell-Like Abilities (CL 14th; concentration +16)
Constant--speak with animals
At will--detect thoughts, fireball (DC 15), hold monster (DC 16)
3/day--cure critical wounds, neutralize poison, remove disease, wall
of force
During Combat Her preferred mode of combat is hiding until she announces her presence with a mighty roar hopefully catching all her enemies within the great cone. Shen then uses wall of force to isolate her foes so she can fight them one at a time. She leaps into combat using her fearsome pounce to grab and maul her enemies. Once that victory is won, she uses heal or cure critical wounds and repeats the procedure until all that invade the Hall of the Huntress are laid low. Lea is not interested in taking prisoners. All who invade her Hall are worthy only death for their crime.
Morale Lea knows that if she dies she will both be banished from this plane and have proven herself an unworthy guardian. Fanatical about seeing that neither occurs, she fights to the death to defend her charge.
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Base Atk +14; CMB +22 (+26 grapple); CMD 36
Feats Ability Focus (roar), Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (bite, claw)
Skills Acrobatics +24 (+36 jump), Handle Animal +19, Intimidate +19, Knowledge (any one) +19, Perception +19, Sense Motive
+19, Spellcraft +16, Stealth +24; Racial Modifiers +4 Acrobatics, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ lay on hands (7d6, 9/day, as a 14th level paladin)
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC
and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal’s HD). The defensive benefits from the circle are not included in a leonal’s stat block.
Roar (Su) Up to three times per day, a leonal can Roar as a Holy Word +2d6 sonic damage (DC 21)

Txiatapotle, Celestial Jaguar

XP 4,800
N Large animal
Init +6; Senses low-light vision, scent; Perception +14
AC 21(25), touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size) +4 Deflection vs evil
DR 10/evil Acid, Cold, Electricity Resist 15
hp 133 (14d8+70)
Fort +14, Ref +13, Will +7 +4 resistance vs evilSR 15
Speed 40 ft.
Melee 2 claws +20 (2d4+10 plus grab), bite +20 (2d6+10/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +20, 2d4+10)
Str 31, Dex 19, Con 21, Int 2, Wis 14, Cha 14
Base Atk +10; CMB +21 (+25 grapple); CMD 35 (39 vs. trip)
Feats Improved Critical (bite), stealth sinergy , Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)
Skills Acrobatics +8, Perception +14, Stealth +17 (+23 in tall grass),Swim +15; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
Smite Evil +2/+14

McCallain, Master of the Order of St Macharius.

XP 38,400
Male human cleric 16
LG Medium humanoid
Init +7; Senses Perception +20
AC 35, touch 13, flat-footed 19 (+10 armor, +6 nat Armor, +6 shield, +4 Deflection)
hp 197 (15d8+120) (+15 aid) (+16 divine power)
Fort +11, Ref +8, Will +14 +4 vs Evil SR 25
Speed 20 ft. (aura 30’ shaken. If you hit,2 saves DC 23 or Blind and frightened 1d4 rounds)
Melee longsword +27/+27/+22/+17 (1d8+ 16 +2d6)
Special Attacks channel positive energy 7/day (DC 21, 8d6), divine presence 15 rounds/day (DC 21), holy lance 2/day (7 rounds)
Domain Spell-Like Abilities (CL 15th; concentration +19) touch of
glory 7/day, touch of good 7/day
Cleric Spells Prepared (CL 16th; concentration +20)
8th—frightful aspect, holy auraD (DC 23)
7th—greater restoration, holy wordD (DC 22), destruction DC 22
6th—blade barrierD (DC 21), greater dispel magic, heal (2)
5th— dispel evilD (DC 20), flame strike (5) (DC 20), true seeing
4th—dismissal (DC 19), divine power, freedom of movement, holy smite (2) (DC 19), restoration, deathward
3rd—day light, dispel magic, magic vestment (2), Magic circle vs Evil, protection from energy (lightning), Greater Magic Weapon.
2nd—aid, Delay poison, bless weaponD, resist energy (fire), Bear’s Endurance, Bull’s Strength)
1st—bless, comprehend languages, detect evil , Entropic Shield, divine favor, protection from evilD, shield of faith
0 (at will)—detect magic, light, read magic, stabilize
D domain spell; Domains Glory, Good
During Combat The Lord-Abbot is first and foremost a spellcaster. He carries a largely ceremonial longsword and he isn’t bad
with it but almost never uses it in a serious fight. He has a high perception and likely will hear the PCs coming from a mile
away. That means he will be ready for them. He casts frightful aspect, true seeing, Freedom of movement, Prot Energy (lightning), Holy Aura, and his scroll of greater spell immunity on himself. He uses holy word in the first round of combat and then uses powerful attack spells like blade barrier and flame strike to great effect. He spares no resources. He will use everything in his power to win this fight. If wounded, he is quick to restore his own wounds using heal. He will not retreat from this chamber nor flee the battle. The ritual he is conducting has to be done here. If the tomb of Saint Macarius is desecrated, all his work will have been for naught. If our villains retreat, the Lord-Abbot will not follow. He returns immediately to his work. He realizes that they will almost certainly come back but he cannot help that.
Morale Lord-Abbot MacCathlain fights to the death.
Str 14 (24), Dex 10, Con 16 (20), Int 14, Wis 20, Cha 14
Base Atk +11/+6/+1; CMB +13; CMD 26
Feats Combat Casting, Extra Channel (11), Improved Channel, Improved Initiative, Selective Channeling,
Turn Undead, Quickened Channel, Iron Will, Great Fortitude
Skills Diplomacy +20, Heal +23, Knowledge (religion) +19, Sense Motive +21, Perception +21, Spellcraft +19
Languages Celestial, Common
SQ aura
Gear Scroll of flame strike (2), scroll of greater spell immunity (2)
Other Gear breastplate, healer’s kit, heavy steel shield, wooden holy symbol of St. Macarius, longsword, headband of mental
prowess +2 (intelligence and wisdom, Sense Motive skill), key to his room (2-4) and the treasury (1-19

Ara Mathra
XP 76,800
Male advanced monadic deva
NG Medium outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, low-light vision; Perception +29
Aura protective aura
AC 40, touch 14, flat-footed 24 (+4 Dex, +14 natural, +6 armor +2 shield, +4 deflection vs. evil)
hp 238 (18d10+126) (+15 aid)
Fort +17, Ref +15, Will +12; +4 vs. poison; +4 resistance vs. evil
DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 25
Speed 40 ft., fly 90 ft. (good)
Melee +3 morningstar +30/+25/+20 (1d8+11 plus solid blow)
or +3 Morningstar power attack +25/+20/+15 (1d8 +21 plus solid blow)
Spell-Like Abilities (CL 14th; concentration +20)
Constant--detect evil, water breathing
At will--aid, charm monster (DC 20, elementals only), discern lies (DC 20), dispel evil (DC 21), dispel magic, holy smite (DC 20), invisibility (self only), plane shift (DC 21), remove curse, remove disease, remove fear
3/day--cure serious wounds, holy word (DC 23), mirror image
1/day--heal, hold monster (DC 21), holy aura (DC 24)
Before Combat As the wall of fire is being defeated, he casts holy aura and mirror image upon himself.
During Combat Ara Mathra has a lot of combat options and by this time has spent a great deal of time studying the PCs. If the PCs are well warded against spells, he uses his deadly barrage of morningstar attacks. If they have a high AC but are not shielded
against magic, he employs holy smite
Morale Ara Mathra fights to the death both to avenge his fallen friends and to defend the honor of Mitra.
Str 26, Dex 23, Con 22, Int 23, Wis 22, Cha 23
Base Atk +18; CMB +24; CMD 38
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness, Armor training (light), Armor Training (medium).
Skills Diplomacy +27, Fly +29, Intimidate +27, Knowledge (planes) +27, Knowledge (religion) +27, Perception +35, Sense Motive
+31, Stealth +25, Survival +27, Swim +23;
Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; truespeech
Solid Blow (Su) If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d8+10
points of damage.
Gear: +3 adamantine Mace, mithral shield, mithral breastplate.

My Lord Abbot is more melee-oriented, I gave Ara Mathra equipment to match his drawing, most monsters got the celestial template, and I fully revamped the Master Monk and several encounters

Lantern Lodge

I have a situation coming up in my game and I would like to ask the boards their advice with how to deal with this in the most fun and positive way.

We had a player leave the campaign recently, not a huge deal. (He was barely ever able to make it in the first place) And my roommate is joining the game as an gnome alchemist. I'm pretty pumped to finally see devices get disabled in this game and I want to find a way to fluidly introduce a new PC into the game.

Last game:
The party slew the Flame that Sings and Suchandra, with only three of them, a half-orc antipaladin, a tiefling cleric of Apollyon, and a human wizard/diabolist (And his boyfriend, Trik), they barely defeated the phoenix and were left feeling fairly vulnerable after the last encounter, their first encounter to go so poorly in a long time. To introduce the new PC I want to create a prison where this evil gnome has been sealed away for a century for crimes against humanity and Mitra. I think I'll have one of the prisoners tell Night Mane about this secret prison and the monster who patiently waits inside.

Now I want to do a fun encounter that will give the alchemist a chance to kind of show off and experiment a little with his bombs. I want to make his jailers thematic and challenging to the lvl they are currently playing. Any suggestions for jailers in a forgotten place in the Vale?

Grand Lodge

Revenantdog wrote:

I have a situation coming up in my game and I would like to ask the boards their advice with how to deal with this in the most fun and positive way.

We had a player leave the campaign recently, not a huge deal. (He was barely ever able to make it in the first place) And my roommate is joining the game as an gnome alchemist. I'm pretty pumped to finally see devices get disabled in this game and I want to find a way to fluidly introduce a new PC into the game.

** spoiler omitted **

Now I want to do a fun encounter that will give the alchemist a chance to kind of show off and experiment a little with his bombs. I want to make his jailers thematic and challenging to the lvl they are currently playing. Any suggestions for jailers in a forgotten place in the Vale?

You don't have to be that elaborate, if you're not looking to be. Gary's already added a jail to Valtaerna in the forums when asked how do you deal with PC death, quote "A prisoner in Valtaerna -- After the battle, in the local jail you discover a dangerous individual held by the Order of St. Macarius for questioning."

Book 3 finished.

the lord Abbot made a good fight. With several spells on him (and heavily modified) he trapped most the party in a corridor with blafe barrier, which made a lot of damage in several rounds. Frightful aspect and holy aura were a nice detterrant, but the magus stole the holy aura, and the inquisitor crushed him with arrows.

They solved a few riddles, and then proceeded tt
Assault ara mathra. Despise the angel having the surprise, a d casting holy word on them, the fight was kind of shirt. The inquisitor wasnt affected by holy word, thanks to the ability to ignire partial results from will and fortitude saves. Although Ara Mathra had mirror image, the summoner used 1d4+1 mephits per round casting scorching ray to kill the images, and then the inquisitor made 220 damage on the poor angel, followed by a 150 hp crit by the antipaladin.

EVen with +8 to armor (gave him breast plate and shield), Ara Mathra is way too weak. I suggest to pimp him a lot more. Specially with more spell casting

THe pc spoiled the place, we did a brif introduction of book iv (the arrival of the army) and we called it a day.

On a side note, I d like to see a timeline for the Order. I think the adventure contradict itself. Sometimes it say it was Macarius who introduced the Darius house i to Mitran religion. Then it says St Angelo was alive 150 years ago. While the Bictor was 80 years ago. It is a bit confusing

Wow. Typing with a smartphone while moving is awful :p

@ gustavo,
Mitran worship had existed for a long time in Talingarde, and I believe Macarius and the Cathedral existed long before house Darius came to power, and they were converted. I think some of that info was in book I, somewhere.

Game update:

So after a week off due to illness, we jumped back in to game. The player of our oracle was back, and immediately wanted to stop and camp within the Cathedral, in the main hall. I looked at him and just asked if he thought that was a good idea. He grudingly accepted that it might not be the best plan, so the PC's moved on, sans Artephius, whom they have left in the ghaele's room until it can be repaired. They immediately figured out they needed a saint's bone, so for once they actually guessed something correctly.

The first room they happend across was the records room. The melee characters decided to just start tossing the place, mostly to irritate the oracle and witch. Their pilfering brought some ghost martyrs, which cornered the PC's in the records room. Except for the witch, who was angry with the other PC's for "being stupid" as he put it and stormed his character out of the room through a ghost and refused to participate in the fight. He was a little sore about not having Artephius. Ghost martyrs were dealt with, the PC's pulled out their cure light wounds wands they had picked up from Mitran priests. They were not all that surprised when I said it stopped working. Cursing my name, they fell back on the gallons of potions the witch had brewed while they were at the Horn. They were happy to find the ossuaries, and the oracle instructed everyone to be careful not to disturb anything. Of course, when they found three ghost martyrs in one of the ossuaries, he was the first to launch a fireball into the room.

So close to the end I can taste it.

I think the Mitran churches got ursuped by a more hardline version, hence the purges of other religons which lead to this entire mess.

Grand Lodge

Andrea1 wrote:
I think the Mitran churches got ursuped by a more hardline version, hence the purges of other religons which lead to this entire mess.

I think it was the the Zealot king who was to blame for that.

Hmm, that would make for an interesting character, a "traditionalist" Mitran looking to help overthrow a corrupt version.

And another one bites the dust...

although this time it was not due to Death Funnel, although it was pointed out that it occurred four squares from him, so it may yet be his fault.

Not a lot of headway was made due to one PC having to leave midway through game and another PC unable to attend. Both had good reasons. We did get in one combat, however. It took place immediately after the previous fight, as Grumblejack and Raiju finally muscled through a wall of an ossuary, a la the Kool-Aid Man mascot. They were surprised the following round when the remaining ghost martyrs attacked them from behind, with both NPC's declared targets of smite evil. After the way the group crushed the ghost martyrs last session, I expected this to be a light fight. Instead, Grumblejack died, Raiju barely escaped with his life and the witch would have been killed if not for spending a villianous action point to make me reroll a critical hit, changing it to a miss. My PC's are battered, bloodied and kind of terrified. Raiju scouted ahead slightly after regenerating, and has found both the fog filled room and the campsite of the holy warriors and three priests. I've revamped the priests and holy warriors, who spotted Raiju's scouting but chose to wait and see. The plan of PC's is to try to sneak past the holy warriors. I doubt that will work, but they are hoping. All in all, I think it will be a dramatic conclusion in a few weeks when we finish (I make no illusions to myself about our pace of finishing the game). I do plan on giving them the opportunity to rest after defeating the Lord Abbott, as I doubt they will have much left after the holy warriors, priests, Lord Abbot, two iron golems, and an angel, plus three traps/riddles.

Liz Courts wrote:
You've been waiting for it, and part three of "Way of the Wicked" is now available here at Paizo!

Recently put together an evil party and would LOVE to start picking this up from the beginning.

Are all the books available at the moment? What is the presumed party size and does the campaign offer benchmarks for when the party should be 'levelling up'?

Also, this will be my first foray into non-Paizo published content, is there anything I would need that isn't part of the standard Pathfinder rule set you find online?

Grand Lodge

Wiggz wrote:
Liz Courts wrote:
You've been waiting for it, and part three of "Way of the Wicked" is now available here at Paizo!

Recently put together an evil party and would LOVE to start picking this up from the beginning.

Are all the books available at the moment? What is the presumed party size and does the campaign offer benchmarks for when the party should be 'levelling up'?

Also, this will be my first foray into non-Paizo published content, is there anything I would need that isn't part of the standard Pathfinder rule set you find online?

All the books are available except Book 7, which will come out next year. However, you don't need to have it in order to run the game. It's just an extra book with side quests, minion quests, and extra stuff that were going to be in the books but Gary didn't have room for.

Presumed party size is 4 PCs using medium progression. In the Book I forum Gary discussed how you could have the PCs level up if you didn't want to give out XP.

Having access to the PRD and d20PFSRD websites would be very handy to have. Some of the NPCs are built with archetypes and their new abilities aren't explained very well or sometimes at all.

Books One and Two are on backorder, it appears.

Presumed party size is 4 characters, and yes, there are level up benchmarks. (I keep having to dig to find them, but they are there ^_^;)

And as far as I know, no you don't need anything beyond the rules that are online.

Thanks for the response, both of you. This makes the evil side of me very happy though finding out that the first two installments are back-ordered makes me sad. :(

Do we have any kind of timeframe when they will be available again?

Forgive the probably stupid questions but I haven't dealt outside of paizo published products before and I'm very excited about this one.

I'd love to put together a game journal for when my PC's run it. Get this - we've discussed it and they want to play the characters who have up to this point been a nemesis party they've had to deal with numerous times in other campaigns...

Grand Lodge

I misunderstood the question. I thought you were asking if all the books were out, as in been created. The best way you could have gotten them would have been through the Throne or Night Kickstarter, which unfortunately is over. Still, you can get the pdf/print bundle and everything will come your way regardless.

Gary's on vacation right now, but once he's back the funds will have filtered through Paypal and he's planning on doing another print of all the books, as well as the print of the first Throne of Night book. This should be closer to the end of the month.

That's about all the info that I'm aware of. At least until he's back.

Webstore Gninja Minion

You can order the books now (even on backorder) and they will be fulfilled when we get stock in to cover it.

How did the other DM´s handle the problem with the "teleporting" angels?
What would them stop to teleport to the king to warn him of the Asmodean threat? At least the High Priest would order this I think!

That leads me to another possible outcome:

For example, in my campaign Sir Richard was slain and Eric the Falconer (from the Sons of Balentyne)survived. Sir Richard is alive again (thanks to his mysterius benefactor) and now at the court.
Would it be possible for the two to show up in the Vale after the Battle of Valtaerna? I mean Sir Richard should be the Nemesis of the PC´s... but as written they only meet 2 times (once at the Horn, second at the dragons lair when they kill him in book 5). So not really much interaction between them (other than common folk maybe that praises his deeds).

So my second question is: What do I have to consider when I let Eric teleport with Sir Richard to the Vale (and maybe little Strike Force - as much as Eric can teleport)? Any logical gaps?

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber


My group is just starting Book 1 tomorrow, but I've been puzzling over this issue myself. It sounds like a bit of a cheat, but the only thing I've been able to come up with is adding an unnatural and unholy "storm" that forms over the Vale as the assault begins, blocking divination and teleportation magic from in to and out of the Vale (it works fine within the Vale, though). Chalk it up to another sign of Asmodeus' favor; lets the PCs feel special and avoids the risk of over-complicating the battle.

Aside from teleportation angels, nothing prevents one of the many priests from just casting "Sending" (e.g., "The Vale of Valtaerna is under attack by cultists of Asmodeus. Saintsbridge has been taken. Send help.") Okay, maybe it won't be believed such that an army is immediately sent, but scouts probably would be.

Curious to hear what other thoughts/suggestions people have.


A couple of finer points:

-Unless the PC's announce "We are disciples of Asmodeus", to all effective purposes it looks like an attack by bugbears, particularly if the PC's use their iron circlets to look like bugbears.

-Still takes time to get an army to the Vale, and it can theoretically be sacked in a day or two.

-My viewpoint is that it is not normally Mitra's way of doing things to simply charge in, angels and priests blazing. Keep in mind as well, actual spellcaster priests are rare among the clergy (less than 20%, if I remember right, and spread out over the entire island, plus divine casters are not real popular with non-caster clergy, particularly the higher ups). In lieu of a mystic storm, it could be simply that if Mitra calls in heavy hitters for team Heaven, Asmodeus gets to respond with devil support for the PC's. Additionally, for both dieties, mortal choice and doing it on your own are kind of big things, and might stay them from taking a more direct hand in events.

I will agree that mechanically what you propose works and makes perfect sense. However, far too often, I see that irrationality and arrogance, and to some extent hope, make one blind to the true nature of events for a long time. That's my two cents, anyway. :)

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

John, I think all of those are fair points and can satisfy leaving things "as is" with a little willful suspension of disbelief. I also have not yet run this myself, so you may well be right, but my understanding differed on a couple points, and that's where my logic process gets tripped up.

John Malueg wrote:
...to all effective purposes it looks like an attack by bugbears, particularly if the PC's use their iron circlets to look like bugbears.

My recollection (and I'm not reading through Book 3 right now, so I'm basing this purely on memory) is that the PCs are supposed to make the end result look like bugbears but to kill all the witnesses -- everyone. So, it doesn't matter what they look like while they're doing it (unless, of course, someone is scrying or casts sending). Add to that components of the army can include forces other than bugbears who don't have circlets... But, I agree with your overarching point that unless they're running around screaming "Praise Asmodeus... We'll let you think on that for a few days while we rest", it may not be a huge deal.

Still takes time to get an army to the Vale, and it can theoretically be sacked in a day or two.

That is very true. Quite right.

Keep in mind as well, actual spellcaster priests are rare among the clergy...

That's also true, but aren't they concentrated in the Vale? My recollection was there were plenty of priests in the various encounters capable of casting a 4th level spell. Give them a day to rest, pray and cast... and poof, Sending.

In lieu of a mystic storm, it could be simply that if Mitra calls in heavy hitters for team Heaven, Asmodeus gets to respond with devil support for the PC's. Additionally, for both dieties, mortal choice and doing it on your own are kind of big things, and might stay them from taking a more direct hand in events.

I agree with you there, 100%. I hadn't read that into Patrick's post, but maybe I missed something. That would certainly be an argument against an platoon of angels teleporting in.

I thought he was referring to some of the Vale's "residents" teleporting out to ask for help, then teleporting back.

However, far too often, I see that irrationality and arrogance, and to some extent hope, make one blind to the true nature of events for a long time. That's my two cents, anyway. :)

And that could very well be! "So, Lone Starr, now you see that evil will always triumph, because good is dumb." :-)

I thought he was referring to some of the Vale's "residents" teleporting out to ask for help, then teleporting back.

Yes, that was what I meant.

Grand Lodge

Patrick Kropp wrote:
I thought he was referring to some of the Vale's "residents" teleporting out to ask for help, then teleporting back.
Yes, that was what I meant.

That's during the three months. You can make side adventures for the PCs to make sure that doesn't happen. Should someone manage to escape, then Richard and company are there in Book IV with the army and you see the PCs start losing lots of minions.

Gameplay update:

Battered and rapidly running out of resources, the PC's soldiered on. The battle with the holy warriors and clerics resolved itself quickly, with Izevel petrifying 2/3rds of the forces in the surprise round. The remaining holy warriors joined their brethren the following round, leaving the two clerics standing. Several rounds later, they were deceased. The PC's continued to expore the rest of the floor, poorly. The monk decided to fail the first trial of the worthy (I don't think my PC's were even aware that there were trials, despite clues left)by immediately grabbing the holy symbol after being healed up full. They decided to not search the room and instead backtracked to room of mist, where they battled with Silence. The oracle PC was pleased when his curse of magic negation spell worked, giving the PC's a one round opening to finish off the angel. Working with nothing more than a +1 warhammer, the PC's battered down the iron door to the treasury, leaving no doubt as to where the PC's were.

They were disappointed to not find a giant pile of cure potions in the treasury. Leaving the loot there for the moment (except the platnium), they went back to search previous rooms again, eventually finding the secret door to the remaining areas. They managed to fail the second trial of the worthy by specifically searching the wrong location, which caught most of the party. Pressing on, they set off the third trial of the worthy by not pronouncing Asmodeus' name in Infernal. That's when the Lord Abbott began his assault. Blade Barriers was placed, a Wall of Fire and Black Tentacles also managed to squeeze into the room. No one really wanted to enter in. The fight appeared to not be going particularly well for the PC's, between Frightening Aspect and Holy Aura, until the Magus landed a lucky critical with Vampiric Touch.

Pushing on from this encounter, they found the bones and the nasty side effect. Their plan is to haul the coffin up to the hall, then remove a bone and charge through the wall. Using the holy symbol from the Lord Abbott, the oracle moved past the iron golems. The fighter was happy to receive Hellbrand, they stuffed the stygian mirror in the bag of holding, and were very pleased to find the Chalice.

All that is left is for the PC's to take down Ara Mathra. Should be an interesting final battle.

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The Vale has fallen. (Sorry, kinda long)

For several weeks, Ara Mathra has watched the invading bugbears, attempting to see the snake hidden in the weeds. He did not have to watch for long. The non-goblinoids stood out amongst the rank and file, and played pivotal roles in every major action. It was to them that the fiercest bugbear warriors bended knee and took orders from. It was they who ascended the Mountain of the Phoenix and drove out Suchandra. And it was these particular villians, with their hand-picked minions, who dared to trespass into sacred lands. There they paid a bloody price, but slowly, the villians battered their way into the Cathedral of Mitra Made Manifest. Ara Mathra asked for a miracle and received one, a holy wall of flame barring entrance to the last sacred flame.

The villians, however, would remain tenacious. Like the murderous cudgel of Asmodeus himself, the villians bludgeoned their way through the Cathedral, slaying all who dwelled within and halting the Lord Abbott's ritual that might have saved the Vale. The Asmodean followers had puzzled out the key to wall of holy fire, and had even unlocked the Vault of St. Angelo and the evil held within. Then they rested and restored their strength. Ara Mathra prepared. He had watched the villians for some time. He knew their strategies, who the leaders were. He watched while they prepared themselves for battle with him, and knew what to expect. Although he would die in this battle, he would take some of villians with him. The first would be the oracle of Asmodeus, in many ways the most potent of threats. He had the most to face justice for.

The oracle fled multiple times from the angered angel, somehow keeping his feet despite the angel's stunning blows. Even a devil's luck, however, cannot last forever, and the oracle was stopped, then pounded into near oblivion by Ara Mathra. Although he had been wounded in pursuit of the oracle, Ara Mathra still had much fight left in him. His next choice of target was the witch and the terrible golem it commanded, but before Ara Mathra could move to pursue, the half-orc anti-paladin charged for the last sacred flame, a flask in his hand. Ara Mathra pursued the half-orc, only realizing at the end that the villian held not a vial of unholy water, but a vial of potion instead. The half-orc, who had been calling Ara Mathra a coward and challenging the angel to a duel, stopped.

"You have your duel, Champion of Asmodeus." the angel stated. Despite his hardy nature and the mystical, life-bestowing enchantments on his armor, the anti-paladin did not survive the duel, nor did he last long enough for his companions to reach him before he was crushed Ara Mathra.

The villians were in disarray: the duergar monk blinded by Ara Mathra's holy aura; Raiju, blinded and deafened, invisibly wandered away from the fight; the witch, Izevel, and the magus (a son of House Barca)all only now regaining their senses after hearing the word of Mitra (holy word). The blackblade of the magus hungered for the blood of the angel, compeling its host to attack the angel. Beneath the combined assault of the villians remaining, Ara Mathra made his last stand. Upon the blade of the magus did he die, but not before pulling himself further along the blade, to clasp the magus' shoulder, look him in the eye and tell him "It will be the son who brings your doom."

In the aftermath of the battle, the presence of Asmodeus became clear. The blinded monk regained his sight, and felt a dark voice whisper to him to soak his chains, the ones he had kept from Branderscar and which he regularly wrapped about his fists and body, in the blood of the angel. They absorbed the blood, becoming as a living thing, then slithered to and into the monk, there at his call for a price. The Mitran wands of curing that had ceased working during their time in this place shivered and warped, converting to Asmodean wands of curing.

Tiadora arrived with the villians reward, minus the cost of three scrolls of raise dead. Who they choose to raise and who agrees to come back will be a matter for the next book, for as they stared at their good fortune, a series of resounding trumpet blasts shook the Vale. The Grand Army of the South had arrived.

Technical stuff: The monk's chains (or kyton chains, I like to call them) allow him to strike as evil-aligned, count as spiked armor in a grapple and grant a +4 armor bonus to the monk. However, they come with a price. The cause the monk to bleed while they are manifest, just a point a round. What do other people think, is that fair?

Pathfinder Adventure Path Subscriber

John, please post your game reports in the Campaign Journals sub-forum, I really want to read this in its entirety, but trawling through individual threads looking for your posts is a chore. :D

I can do that. :)

Pathfinder Adventure Path Subscriber

You're the man! :D

That's actually a great idea to compile all these reports. They would make a great read put together. I've enjoyed reading them.

Regardless, thanks for the reports, John.

Gary McBride
Fire Mountain Games

At the behest of some folks on this forum, I've compiled my game reports through Book 3 and am working on giving them a rewrite polish. So far I've only gotten introducing the characters done, but hopefully I'll get more done in the following days. It's posted over on the Campaign Journals sub-forum under Way of the Wicked Lords of the Nine.

Do we have any idea when this and later volumes will be removed off backorder? I've pruchased the first two books and have decided that I am definitely running this campaign - but don't want to start it until I have the books in hand and read in their entirety.

Grand Lodge

Wiggz wrote:
Do we have any idea when this and later volumes will be removed off backorder? I've pruchased the first two books and have decided that I am definitely running this campaign - but don't want to start it until I have the books in hand and read in their entirety.

You getting the books themselves? Because you get the free pdf along with them.

It doesn't look like there is a handout file that goes with book 3. Is it possible to get a copy of the "Battle of Saintsbridge" without any of the text for the events on it?

kevin_video wrote:
Wiggz wrote:
Do we have any idea when this and later volumes will be removed off backorder? I've pruchased the first two books and have decided that I am definitely running this campaign - but don't want to start it until I have the books in hand and read in their entirety.
You getting the books themselves? Because you get the free pdf along with them.

I am. But I don't have a printer working right now and I'm not in a position to do most of my reading in front of the computer. The books are more accessable for me.

Grand Lodge

Wiggz wrote:
I am. But I don't have a printer working right now and I'm not in a position to do most of my reading in front of the computer. The books are more accessable for me.

Fair enough.

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